uniform float utime;
varying vec2 vUv;
varying vec4 vmPosition;
varying vec3 vNormal;
void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  vmPosition=modelPosition;
  vec4 viewPosition = viewMatrix * modelPosition;
  gl_Position = projectionMatrix * viewPosition;
  vUv = uv;
  vNormal = normalize(normalMatrix * normal);
}